I am working on refracting fire, that means it will have some kind of heat haze effect.

But I can't seem to find the location(s) of the fire.

For example I can't find the fire(s) used on dod_anzio.
I tried sprites/flames1/flame.vtf, and some others, but no luck.

http://img522.imageshack.us/img522/4662/dodanziofirees8.jpg

Guyver

06-17-2007, 04:21 PM

Offtopic, but mind releasing that phonged BAR? I'd like to see it.

Heavily_Sedated

06-17-2007, 10:38 PM

I am working on refracting fire, that means it will have some kind of heat haze effect.

But I can't seem to find the location(s) of the fire.

For example I can't find the fire(s) used on dod_anzio.
I tried sprites/flames1/flame.vtf, and some others, but no luck.

http://img522.imageshack.us/img522/4662/dodanziofirees8.jpg

Try: "source materials.gcf\hl2\materials\sprites".

BERSERK3R

06-18-2007, 12:43 PM

Try: "source materials.gcf\hl2\materials\sprites".
I know about that but no luck.

Wile E Coyote

07-25-2007, 11:02 AM

so where were they?j

Furyo

07-25-2007, 11:34 AM

No need for the sprite itself (besides it won't look as good as it won't be volumetric). You can make a dudv texture, set on a particle emitter such as func_smokestack.

If you do it right, you can set the particle to 1 and you won't notice a difference FPS wise. That's how we do it at work.

Wile E Coyote

07-25-2007, 11:54 AM

No need for the sprite itself (besides it won't look as good as it won't be volumetric). You can make a dudv texture, set on a particle emitter such as func_smokestack.

If you do it right, you can set the particle to 1 and you won't notice a difference FPS wise. That's how we do it at work.I see what you're getting at, makes a LOT more sense putting the heat distortion ABOVE the heat source, something I had breifly attempted with the MG42, but how do you "set" a texture on a particle emitter (the terminology lost me)

Explain it like I have no idea how to do anything (because I might not :) )

BERSERK3R

07-25-2007, 12:53 PM

I see what you're getting at, makes a LOT more sense putting the heat distortion ABOVE the heat source, something I had breifly attempted with the MG42, but how do you "set" a texture on a particle emitter (the terminology lost me)

Explain it like I have no idea how to do anything (because I might not :) )

Same.

So this can be done only in a map editor or just by only editing a the shader?

rx0195

07-25-2007, 12:56 PM

*EDITED* by Webstaff.

Please attempt to reply in English.

Though I understand the language barrier is perhaps difficult.
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